CStaticProp::~CStaticProp
0x001e5470 · 182 bytes · __thiscall
_ZN11CStaticPropD1Ev
Decompiled
undefined (1 param)
/* CStaticProp::~CStaticProp() */
void __thiscall CStaticProp::~CStaticProp(CStaticProp *this)
{
int iVar1;
void *pvVar2;
uint uVar3;
*(undefined ***)this = &PTR__CStaticProp_002bf208;
*(undefined ***)(this + 4) = &PTR_GetIClientUnknown_002bf340;
*(undefined ***)(this + 8) = &PTR_GetEntityHandle_002bf3f8;
*(undefined **)(this + 0xc) = &DAT_002bf44c;
if (*(int *)(this + 0x50) != 0) {
*(undefined4 *)(this + 0x50) = 0;
}
RemovePropFromKDTree(this);
if (*(short *)(this + 0x2e) != -1) {
(**(code **)(*(int *)modelrender + 0x10))(modelrender,*(short *)(this + 0x2e));
}
pvVar2 = *(void **)(this + 0x30);
if (pvVar2 == (void *)0x0) goto LAB_001e5519;
if (*(int *)(this + 0x34) == 0) {
LAB_001e5503:
operator_delete__(pvVar2);
}
else {
uVar3 = 0;
do {
iVar1 = uVar3 * 4;
uVar3 = uVar3 + 1;
(**(code **)(*g_pPhysics2 + 0x38))(g_pPhysics2,*(undefined4 *)((int)pvVar2 + iVar1));
pvVar2 = *(void **)(this + 0x30);
} while (uVar3 < *(uint *)(this + 0x34));
if (pvVar2 != (void *)0x0) goto LAB_001e5503;
}
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x30) = 0;
LAB_001e5519:
*(undefined ***)this = &PTR__IHandleEntity_002bef70;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.